Ok yes it did work with a sphere so it must be something to do with
planes.

In preFab I created a plane primitive and applied a texture to it. Now
I cant quite work out how to add anchor points for my path.

I do Geometry->Path Editor

Then I create a New Path in the Path Editor window. In this window I
can click points which will define the anchor points in the path but
the Path Editor Window does not show the texture, I have to keep
looking in the main window to see where I should be placing them. Im
not sure if im doing this correctly? Am I able to see the texture
somehow in the Path Editor?

Great App by the way - very impressive!

P.S Im not working in f10 purely because we only have CS3 in the
office. Hopefully getting an upgrade soon :)

On Oct 14, 3:38 pm, Michael Iv <[email protected]> wrote:
> Fabrice you should invest more in promotion of you App ;))
>
>
>
>
>
> On Thu, Oct 14, 2010 at 4:36 PM, Fabrice3D <[email protected]> wrote:
> > > I did not even know about this :)
> > today is a great day for you :))
>
> > > AwayConnector.send(plane) call because preFab shows a message in green
> > > saying "Receiving data... 0%
> > should not be... but for the sake of trying, can you test with a sphere?
> > may be it goes so fast for  plane events are not triggered...
> > will test that as well later on..
>
> > but since you can generate a plane directly into prefab why bother...
> > just give it the dimensions you need and apply a texture representing your
> > terrain, then start add anchors...
>
> > you can save your path for later on edits in path editor panel, and you
> > have also export path to AS3 from menu.
> > in your case you will have to use the <3.4 which should run ok in f9
>
> > btw why not working in f10? There is a significant speed improvement....
>
> > Fabrice
>
> > On Oct 14, 2010, at 4:23 PM, jonny wrote:
>
> > > I did not even know about this :)
>
> > > I have downloaded it. Now im trying to import the Plane object from my
> > > project using the AwayConnector class.
>
> > > preFab recognizes the connection when i make the
> > > AwayConnector.send(plane) call because preFab shows a message in green
> > > saying "Receiving data... 0%" but then it stays like that forever
> > > without importing the object.
>
> > > What am I doing wrong? Does preFab work with the FP9 version of Away3D
> > > library? I am using v2.5.2.
>
> > > On Oct 14, 2:28 pm, Fabrice3D <[email protected]> wrote:
> > >> why not use prefab?
>
> > >> On Oct 14, 2010, at 1:18 PM, jonny wrote:
>
> > >>> Fabrice,
>
> > >>> I built my track using a topdown image of a race track. I then used a
> > >>> bitmapmaterial using that bitmapdata and applied it to a plane.
>
> > >>> I want to do what you suggested with the paths. Is there an easy way
> > >>> for me to work out the path coordinates around this track? I could
> > >>> drive around the track with my camera and trace out the coordinates
> > >>> but there is probably an easier way right?
>
> > >>> Thanks
>
> > >>> On Oct 13, 10:30 pm, jonny <[email protected]> wrote:
> > >>>> Thank you Fabrice - you the man! This should be great for me to get
> > >>>> started.
>
> > >>>> On Oct 13, 9:16 pm, Fabrice3D <[email protected]> wrote:
>
> > >>>>>http://www.algorithmist.net/closestquad.html
> > >>>>> On Oct 13, 2010, at 9:37 PM, jonny wrote:
>
> > >>>>>> Thanks for the insight Fabrice.
>
> > >>>>>> I am trying to find the demo you are talking about but not having
> > much
> > >>>>>> luck.
> > >>>>>> Is this the right website?http://lab.polygonal.de
>
> > >>>>>> Do you have a link to the demo?
>
> > >>>>>> On Oct 13, 7:49 pm, Fabrice3D <[email protected]> wrote:
> > >>>>>>> If you know the path, you also know it starts at 0 and ends at 1.
> > That is a direction.
> > >>>>>>> In order to 'read' where you are you need to define the nearest
> > point on curve, then read the time. You need to save this number and chech
> > if greater, if not, you are going back.
>
> > >>>>>>> Polygonal made a nice demo, and his framework does all the complex
> > stuffs for you.
>
> > >>>>>>> Hope it helps a bit.
>
> > >>>>>>> Fabrice
>
> > >>>>>>> On Oct 13, 2010, at 19:26, jonny <[email protected]>
> > wrote:
>
> > >>>>>>>> Hi,
> > >>>>>>>> I am building a driving game using Away3D. The perspective is
> > first-
> > >>>>>>>> person so the view of the camera is the actual cockpit view if you
> > >>>>>>>> like. I am using a collisionMap to detect when you drive off the
> > road,
> > >>>>>>>> once you drive off the road, the car will slow down to a stop and
> > at
> > >>>>>>>> that point I want to place the car back on the road facing the
> > right
> > >>>>>>>> direction so the car can continue driving. What I am planning to
> > do to
> > >>>>>>>> achieve this is as follows:
>
> > >>>>>>>> Create another collisionMap and split the track up into many
> > colour
> > >>>>>>>> coded segments, then I will allocate each color-coded segment an
> > >>>>>>>> "ideal" position (x,y,z). I will then detect what colour area the
> > car
> > >>>>>>>> drove off track. I can then place the car back on the track at
> > that
> > >>>>>>>> ideal position.
>
> > >>>>>>>> This is my plan but I am not sure if this is the best way as I am
> > only
> > >>>>>>>> just beginning to work with Away3D.
>
> > >>>>>>>> Is there a better way?
>
> > >>>>>>>> I have briefly looked at Path Animations but that seems more
> > >>>>>>>> applicable to animating along a predefined path. Although it does
> > seem
> > >>>>>>>> like something could be done with paths. I need to make sure the
> > >>>>>>>> camera/car is facing the right way when i put it back on the road.
>
> > >>>>>>>> Your recommendations would be most helpful.
>
> > >>>>>>>> Many Thanks!- Hide quoted text -
>
> > >>>>>>> - Show quoted text -- Hide quoted text -
>
> > >>>>> - Show quoted text -- Hide quoted text -
>
> > >>>> - Show quoted text -- Hide quoted text -
>
> > >> - Show quoted text -
>
> --
> Michael Ivanov ,Programmer
> Neurotech Solutions Ltd.
> Flex|Air 
> |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.nethttp://www.meetup.com/GO3D-Games-Opensource-3D/
> Tel:054-4962254
> [email protected]
> [email protected] Hide quoted text -
>
> - Show quoted text -

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